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Dunabar

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Dunabar last won the day on March 13

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About Dunabar

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  1. Regarding the 85 m/s; as I said prior- So, I could see upping it to maybe...100 m/s to maybe...165 m/s region. Regarding the damage dealing potential however of non-MP "Buckshot" grenades...The main reason I do not think they should be able to deliver OHKs to the unprotected parts of the body (excluding the head of course), Is because of the larger impact that would have on the MP "Buckshot." If you could OHK with any Grenade Round simply by shooting the enemy in the unprotected body, why would you ever take MP "Buckshot" over HE or HEDP? Yes, both would ideally be able to OHK at close range in this particular scenario. But, only two would be much more effective at longer range, and that would be the HE & HEDP. Add in the fact that HEDP would also be ideally better against Vehicles as well vs. HE and entirely better against Vehicles when compared to the MP "Buckshot."
  2. Alright for clarity sake in the event someone may misunderstand. When I'm talking about a "Direct Impact Shot", I'm talking about shooting the enemy character with a Non-Buckshot round at a distance where the Grenade round has not armed itself, and thus will not explode upon contact (with obvious exceptions being Smoke, Flashbang, & CS Gas.) So basically the enemy Character got shot somewhere between 0 and 13 meters with a non-Buckshot grenade round (14 meters is the arming point where the Grenade would explode upon contact with a surface.) Now, my reason for making those shots so weak (excluding the Unprotected Headshot) is more to discourage People from using the non-Buckshot rounds as solid slugs for killing enemy players. That said however, I could see all of that maybe being a little too high and reducing it further to say... Protected Head - 2 Shots to kill. First to break the helmet, second to kill the enemy player with a OHK to the NOW Unprotected Head. Protected Body Shots - 3 Shots to kill. 1 to break any Armor, then 2 to directly kill the enemy player. Body Shots - As stated above: 2 to directly kill the enemy player. Limbs - 4+ Direct Impact Shots to kill the enemy player As for Reload Speed...I don't know, I think 2.5 is fairly fast, but I can see it going a little lower..Maybe 1.6 - 2.0 range. And with 85 m/s I actually used the real life max muzzle velocity of the GL06 because I had no clue what to actually suggest for it lol.
  3. Hey Folks Got a bit side tracked with real life matters for a little there. But, I finally got around to the final "Weapons that could enhance WW3" of Round 4 and today I will be covering an older suggested weapon. I had another weapon in mind that I was going to cover. But, that weapon would fit better in a new series of suggestion posts I'm going to make later down the road. So, rather than track down another new weapon, I thought I would make things easy on myself with life being a bit busy, and cover a weapon I suggested once before in my new suggestion post format. Today, we cover a standalone grenade launcher known as the GL06 (That is zero, not O.) If you would like to read other suggestion posts I have made, click the link down below where I keep links to pretty much ALL of my suggestion posts I have made for WW3. Otherwise, lets get started on the GL06! ---- Dunabar's "Master Suggestion Post Archive" ---- Contents of this post Section 1 - The GL06 - Real life information behind the Weapon Section 2 - Strengths & Weaknesses of the GL06 - What the strengths & weaknesses of the Weapon should be. Section 3 - Customization Options - What customization options should be open to the Weapon. ---- Section 1 - The GL06 Country of Origin: Switzerland Manufacturer: Brügger & Thomet Predecessor: None Weapon type: Break action Grenade Launcher Weapon Caliber (Primary): 40x46mm Low-Velocity Grenades Weapon Calibers (Alternatives): None Weight: 4.51 LB or 2.05 KG Capacity: 1 Round Tube Operators: Switzerland , Canada , Estonia , France , Hungary , Ireland , Kazakhstan , Kuwait , Lithuania , Poland , Slovenia , Spain , Sweden , Ukraine , & the United States . There are unconfirmed users as well such as the United Kingdoms , United Arab of Emirates , Italy , Serbia , and others. Web Sources Modern Firearms Wiki - GL06 Wiki - Low Velocity Ammunition Video Sources B&T AG Switzerland (A small demo of the GL06's accuracy.) RECOILtv GarandThumb (A B&T Grenade Launcher covered at 4:56, May not be THE GL06. But, it pretty much works exactly like it.) Summary: The Swiss GL06 was originally designed primarily with Law Enforcement in mind, but has found some Military usage with the Estonian Defense Force & (unconfirmed) Ukrainian Military. The weapon was designed to give it's user a compact, easy to use, and easy to engage weapon that could fire a large variety of low-velocity 40mm Ammunition from CS Gas for a Riot Control application, up to a 40mm High Explosive round for a more Military application. There really isn't a whole lot to say about the GL06, the weapon is very straight forward, the original design was more in mind with Law Enforcement, and yet it still has found it's way into Military service with some countries. I know, nothing all that real special compared to the other weapons I have covered. But, sometimes there isn't a whole lot to really talk about. It's one really notable trait as a standalone Grenade Launcher however, is the fact that it is lighter than most weapons of it's class. So, what would the strengths, weaknesses, and stats be of the GL06 if it was to be added to the game? ---- Section 2 - Strengths & Weaknesses of the GL06 In this section I'm going to cover what I think the Strengths of the GL06 should be, what Weaknesses it should have, and finally what I think it's basic stats should be upon entering the PTE servers for testing. In regards to the stats, I will be proposing them from a stock weapon perspective (IE: no attachments/modifications.) This is being done both to keep the post relatively on the small side & not give me a headache in the process of making it. GL06 Strengths Wide Variety of Ammunition - The GL06 should have a wide variety of Ammunition such as HE, HEDP, MP ("Buckshot"), Smoke Grenades, Flashbang Grenades, & CS Gas. This would help differ it from the RPG-7 because it would have a wider range of tactical usage rather than strictly direct combat use. In terms of direct Combat usage, the GL06's MP "Buckshot" round would allow the GL06 to be used as a heavy hitting, single shot Shotgun that requires reloading after every shot. Standard Ammunition choices should be- High Explosive (Best Against Infantry at Medium to Long Range.) High Explosive Dual-Purpose (Balanced Infantry vs. Light Armor Vehicles.) MP "Buckshot" (Best Against Infantry at Close Range and fires 20 pellets a shot.) Special Ammunition choices should be- Smoke Grenades (Conceals an Area in Smoke for a period of time.) Flashbang Grenades (Completely Blinds Targets hit in the location for a period of time.) CS Gas (Causes a Player's vision to blur, their Character to cough, and greater ADS sway because of blurred vision & coughing while the Player is in the Gas.) Great Short to Medium Range ADS Accuracy - Pretty self explained. But, the GL06 should basically hit wherever it's aimed at with little to no deviation in it's flight trajectory. Distance of course would be another issue, but that falls under "Bullet Drop" more than this. Lightweight - The GL06 should be one of the lighter Special Weapons for People to pick. Fast Reload - Compared to the RPG-7, the GL06 should be much faster to reload. OHK Direct Impact Shots against Unprotected Heads - To prevent Players from running around and attempting to OHK enemy players with direct impact shots (basically using the GL06 like a close-range, highly accurate Sniper rifle.) I would suggest making it only possible to OHK enemy players with direct impact shots to the UNPROTECTED Head. Everywhere else (which will be noted in the weaknesses section) should take waay more shots to kill someone at full health with direct impact shots. Adaptable Anti-Infantry/Anti-Light Vehicle Weapon - Unlike the RPG-7 that is best against enemy Vehicles & isn't all that great against Infantry (Short of Direct hits/Fragmentation Rounds/Splash Damage), the GL06 should be almost the exact opposite where it does really well against Infantry & Light Vehicles, but struggles against heavier Vehicles like IFVs, AFVs, & MBTs. (Situational addition) Illumination Rounds - Should WW3 ever get really dark maps where lighting is exceptionally scarce, the GL06 should be allowed to use Illumination Rounds as a Special Ammunition Type to help Illuminate an area with light. If WW3 never gets a really dark map/night map. Then I wouldn't bother adding Illumination Rounds unless the Developers want to find another usage for them. No Smoke Trail - Where the RPG-7 creates a fairly noticeable smoke trail back to it's shooter's location. The GL06 should make very little to not smoke indications as to where it was fired from. Now we move on to weaknesses to help balance out this Special Weapon. GL06 Weaknesses Minimum Arming Range for some Ammunition - Some of the GL06's ammunition should have a 14 meter minimum arming range (IE: The round won't activate till it's achieved at least 14 meters of flight distance and thus there is a good chance the round would be wasted.) This minimum arming range should only impact High Explosive & High Explosive Dual-Purpose rounds of ammunition. Should Thermobaric Rounds & Air Burst munitions also be added at some point, they should also be effected by this Minimum Arming Range. Needs to be Reloaded after every shot - Self explained. Switching to/from the GL06 Animation - As the first means of balancing this weapon, the GL06 should have a animation involved with switching to & from it. When switching to it, the Character should unfold the stock, engage the break action, load the round into the tube, slap their hand down on the back of tube to shut it, and finally disengage the safety switch. After that it should generally just be them flipping the safety on, pulling the grenade out of the tube, latching the tube back down, folding up the stock, and then switching to their other weapon. Yes, some may not like this. But, it's for balance on something that is going to be some what challenging to balance. Limited Ammunition - For Balance reasons the GL06 should be limited to 2 rounds of Standard Ammunition and 2 rounds of Special Ammunition. Poor Hip Fire Accuracy - To balance out the fact that the GL06 should have both great accuracy & low recoil, the weapon should in exchange have poor hip fire accuracy. Low Muzzle Velocity - The GL06 doesn't have very good Muzzle Velocity and that should be reflected in the game. Hard to use at Long Range - For those long to really long range shots, the GL06 should be rather challenging to use as shooting for those longer ranges will require the user to take their sights off the target, and pretty much (generally speaking) blind fire at the target. APS Counters - The GL06 Ammunition should be countered by Vehicles using the Incandescent APS & Land Electronic Defense System. Terrible Direct Impact Shots - Depending on the part of the body the Direct Impact Shots are taking place at, should determine how many they take to actually kill an enemy player from full health. I know some Players will hate this. But, it's mainly for balance reasons. Protected Head - 2 Shots to kill. First to break the helmet, second to kill the enemy player with a OHK to the NOW Unprotected Head. Protected Body Shots - 6 Shots to kill. 2 to break any Armor, then 4 to directly kill the enemy player. Body Shots - As stated above: 4 to directly kill the enemy player. Limbs - 8+ Direct Impact Shots to kill the enemy player. Indifference Resupplied with Equipment Bags - self explained. With both Strengths & Weaknesses out of the way, I think the PTE stats for theGL06 should look something like this- GL06 basic PTE stats proposal GL06 Effective ranges: Depends on Ammunition High Explosive: Unlimited it's a Grenade Round. High Explosive Duel Purpose: Unlimited it's a Grenade Round. Multi-Projectile "Buckshot": 10m (24 damage.) Damage decreases at 11m - 30m (19 damage.) Damage decreases at 31m - 45m (10 damage.) Damage decreases at 46m - 75m (0 damage.) GL06 Weight: 12.55 GL06 Recoil: 0.13 GL06 Spread: 0.56 GL06 Reload time: 2.5 Seconds GL06 Rate of Fire: Depends on Shooter GL06 Caliber: 40x46 GL06 Muzzle Velocity: 85 m/s ---- Section 3 - Customization Options This part will be pretty quick because I won't be covering stats, just what modifications & cosmetics the GL06 should have access to.. Modifications Primary Sights All Sights optional Secondary Sights All Secondary Sights optional Barrels Short Barrel (Stock) Muzzles None Side All Side Mounts optional Lowers All Lowers optional Magazines 1 Round Tube Standard Ammunition High Explosive (Stock) High Explosive Dual-Purpose Multi-Projectile "Buckshot" Special Ammunition Smoke Gas Flash Air Burst Thermobarics Cosmetics The GL06 is a specialized weapon, so I don't really think a lot of cosmetics would honestly work for it. Some pistol grips I think would be fine, but about the only stocks that would work with the balancing I suggested would be other folding stocks. Outside of Pistol Grips & Folding Stocks though, I couldn't think of anything that could be changed. Maybe the Developers would like to take some creative liberties though with it? ---- And with all of that out of the way, we bring this post to an end. I hope everyone really likes the idea of seeing the GL06 added to the game, even if maybe not exactly how I pitched it. I know some People are not really keen on stand alone grenade launchers or grenade launchers in general, but I did try to keep balance in mind with this weapon, and want to find that point where usability & fun doesn't get completely outmatched by balance demand. But, this is also why I always mention using the PTE server when I make these kinds of suggestion posts, that way they can be tested to see if they need re-balancing, tweaking, or whatever. All the same however, there really isn't much more to say about this weapon. For now though, this brings round 4 of "Weapons that could enhance WW3" to an end. I'm going to be taking a break from these weapon posts to pitch a new game mode, fulfill a special request post, and get things together for a new series of suggestion posts to come. Till the next suggestion post though... Have a good one folks!
  4. Accidents happen and I'm prone to overlooking things also. So, no judgement.
  5. I did the test and I was convinced enough to increase the G3s Spread from 0.35 to 0.48, This makes the G3's spread higher than the current builds of the- SCAR: 0.2 417: 0.14 Pecheng: 0.35 UKM: 0.3 MG5: 0.25 With this increase in Spread, plus the higher end recoil, and the higher Rate of Fire. The G3 is probably now going to outline more enemies when being hip fired than actually hitting them. That said however, I still didn't find landing headshots at 20m while hip firing to be reliable, and ultimately still would have rather just ADS.
  6. Covered We already know the higher capacity magazines have their drawbacks, so theoretically there would still be a reason for People to use the smaller magazines. The 100rd Betamags could add substantial weight, be limited to 2 magazines, have a naturally very slow reload, reduced ads speed, and such. So, options are there for balancing. Of course though, if it proves too hard to balance, there is always the option to throw the 100 round mags out completely. A purpose built LMG should ideally always be in a position to be a better LMG compared to a Battle Rifle pressed into such a role. The ideal weakness of the G3 is the mid-range game...where full auto is still not really viable for it and it's Semi-Automatic fire mode (which could have that small delay that I mentioned in the post) would have to compete with weapons that are now in viable full auto range. The LMGs would likely rip the G3 apart through sheer purpose built accuracy at that mid-range. And would likely have even worse accuracy because of it...Full auto is a double edge sword for the G3. Yes, it would ideally have a fairly high ROF compared to the other Battle Rifles. BUT! That ROF would be coupled with low precision and higher end recoil. So the G3 user would ideally be better served ADSing than full-auto hip-firing. Till the ASh-12.7 two taps someone in the body or one taps them in the head. Without being able to test it, I cannot say for sure how long the trigger delay needs to actually be. So..Yeah. Ultimately I leave it to the developers. If they can balance the 100 round mags, great. If they can't, remove it from the G3.
  7. Hey Folks Had some real life matters demand my attention before I could get around to wrapping up my 4th round of Weapons that could enhance WW3 and today I thought I would revisit an old Weapon that I suggested long ago - not that nobody else has suggested this weapon before. It's massively popular as one of only two Cold War Era Battle Rifles that really still see's noteworthy use on the modern battlefield and that is the popular German G3 Rifle. Won't bore you with a lot of chit chat now, I have a special weapon to get to before I can start a new series of suggestion posts of sorts. So, lets get to it! If you would like to read other suggestion posts I have made, click the link down below where I keep links to pretty much ALL of my suggestion posts I have made for WW3. Otherwise, lets get started on the G3! ---- Dunabar's "Master Suggestion Post Archive" ---- Contents of this post Section 1 - The G3 - Real life information behind the Weapon Section 2 - Strengths & Weaknesses of the G3 - What the strengths & weaknesses of the Weapon should be. Section 3 - Customization Options - What customization options should be open to the Weapon. ---- Section 1 - The G3 Country of Origin: Germany (West Germany to be more specific) Manufacturer: Heckler & Koch (Original) Predecessor: CETME 58 Weapon type: Battle Rifle Weapon Caliber (Primary): 7.62x51mm NATO Weapon Calibers (Alternatives): None Weight: 9.7 LB or 4.4kg (Empty) Capacity: 20 Round Standard Magazine Operators: Over 40+ Countries use this weapon in some shape or form. Some of the most notable include Germany , Norway , Sweden , Greece , Iran , Syria , United Kingdom , Indonesia , Portugal , Mexico , and others. Web Sources Modern Firearms Military-Today Guns Fandom Wiki Video Sources Polenar Tactical (Introduction video, not a informational one) Forgotten Weapons Legally Armed America Larry Vickers (Firing the Iranian made G3 Rifle) Forgotten Weapons (covering Modernization of the G3 Rifle) Summary: The German G3 Rifle is a bit of strange tale during the Cold War era. Germany purchases 1000 FN FALs from Belgium, basically wanted to license build them in Germany, the Belgians were not very fond of this idea which caused Germany to go back to the drawing board...Germany then turned to Spain which was busy working on the CETME Rifle (A weapon inspired by the French CEAM Modèle 1950) and Spain was also a bit hesitant with Germany (Keep in mind this all took place after WW2.) Eventually a deal would be struck between Germany & Spain and Germany would go on to start developing the G3 Rifle using the CETME 58 as the basis for it's design. This would then pave the way for Germany to develop one of the few, if not only, Cold War era Battle Rifles that actually still serves a considerable role on modern battlefields when so many others are either no longer being used at all, are reserved for Ceremonial usage, kept in Reserve storage, or some other non-frontline combat usage. The weapon has beyond proven reliable, it's simple to make (by firearm manufacturing standards of simple), inexpensive, easy to field strip & clean, and just overall generally keeps going even while getting roughed up. Plus as a benefit for those shooting the weapon, the side folding charging handle doesn't slide back with each shot (IE: It's non-reciprocating), and for H&K fans you're fully encouraged to slap that charging handle when loading a magazine. So, what would the strengths, weaknesses, and stats be of the G3 if it was to be added to the game? ---- Section 2 - Strengths & Weaknesses of the G3 In this section I'm going to cover what I think the Strengths of the G3 should be, what Weaknesses it should have, and finally what I think it's basic stats should be upon entering the PTE servers for testing. In regards to the stats, I will be proposing them from a stock weapon perspective (IE: no attachments/modifications.) This is being done both to keep the post relatively on the small side & not give me a headache in the process of making it. G3 Strengths Good Muzzle Velocity - The G3's Muzzle Velocity should sit just below the 417 at it's realistic 800 m/s, making the G3 better at longer ranges which is an accurate representation of the real life Characteristics of the Rifle. Higher End Rate of Fire - To make the G3 standard apart from the SCAR & 417, I would suggest giving the G3 a higher rate of fire to give it a better CQC advantage over the Battle Rifles. However, higher rate of fire + full powered cartridge does mean that recoil needs to be significantly higher (which is accurate to the G3's real life characteristics.) So while the G3 would be best suited to keeping engagements at those Semi-Automatic preferred distances, it can at least fall back on it's higher ROF when the fighting gets too uncomfortably close for Semi-automatic fire. Not ideal, but rather for emergency situations. Great Magazine Options - Further adding to the difference between the SCAR, 417, & the G3 if it was added to the game. The G3 should have a wider field of magazine options given the weapon has been around longer, so naturally it's had more customization options created for it, and etc. Aside from the normal 10 & 20 Round Magazines, it should also have access to a 30 round magazine, 40 round magazine, 50 Drum Magazine, and a massive 100 round Drum Magazine for the weapon. This would allow the G3 to be in a unique position to either be used as the stereotypical Battle Rifle, Marksmen Rifle, Carbine, Heavy Automatic Rifle, or GPMG depending on how it's setup. Of course the larger the magazine, the larger the drawbacks the weapon would of course suffer because of it. Now we move on to weaknesses to help balance out this Battle Rifle. G3 Weaknesses Low full auto precision - Much like the SCAR, the G3's full auto fire mode should not really be a ideal fire mode to flip the weapon into unless the weapon has been tailored towards such usage. While the G3 can be pressed into service to act like a GPMG, Heavy Automatic Rifle, or Heavy CQC Carbine, the weapon really isn't that reliable in close-quarters and isn't a purpose built GPMG. So it's full auto effectiveness should not come in the form of accuracy, but rather volume of fire (aka putting a lot of lead in the air.) Higher end Recoil - The G3 packs a punch and that punch doesn't come without recoil naturally. To further meet the characteristics of the G3, it's vertical recoil should be higher compared to the current Battle Rifles in game. (Developer discretion) 12 Pound Trigger Pull - One of the most common complaints about the G3 is related to it's 12 Pound trigger, which was an intentional design of the weapon made by H&K at the request from several different Nations in regards to preventing accidental discharges should the weapon be dropped. To mimic this usage of greater pull to make the weapon fire, there should be a small 0.2 to about 0.4 delay when shooting in either Semi-Automatic fire or burst firing in full auto, sort of like how Bullpups experience a delay when firing in 3-round burst. This makes it harder to semi-auto spam fire and demands better aiming on the part of the user. Heavy Weight - The G3 was designed with heavier parts in mind to help minimize the wear & tear the larger caliber round would have on the weapon. It was also a time when Nations were less concerned about Weapon weight as well, so a bit of a by product of the time, and while efforts were made to reduce the weight of the G3. The weapon is still a pretty hefty gun by our modern standards, so when compared to the SCAR & 417, the G3 should be the heavier of the three Rifles. With both Strengths & Weaknesses out of the way, I think the PTE stats for the G3 should look something like this- G3 basic PTE stats proposal G3 Effective ranges: 0 - 105m (40 damage.) Damage decreases at 106m - 135m (32 damage) G3 Weight: 20.5 G3 Recoil: 0.97 G3 Spread: 0.48 G3 Reload time: 4.0 Seconds G3 Rate of Fire: 600 G3 Caliber: 7.62x51 NATO G3 Muzzle Velocity: 800 m/s G3 Bullets to Kill: HDPE: 3 / PTLN: 4 / Cer: 4 / STL: 5 ---- Section 3 - Customization Options This part will be pretty quick because I won't be covering stats, just what modifications & cosmetics the G3 should have access to.. Modifications Primary Sights All Sights optional Secondary Sights All Secondary Sights optional Barrels Long Barrel Medium Barrel (Stock) Short Barrel Muzzles All Muzzles optional Side All Side Mounts optional Magazines 100 Round Drum Magazine 50 Round Drum Magazine 40 Round Stick Mag (Steel) 40 Round Stick Mag (Polymer) 30 Round Stick Mag (Steel) 30 Round Stick Mag (Polymer) 20 Round Stick Mag (Stock) (Steel) 20 Round Stick Mag (Polymer) 10 Round Stick Mag (Steel) 10 Round Stick Mag (Polymer) Ammunition FMJ HP AP Cosmetics With the G3 serving so many different countries, it's really not surprising that there would be a decent bit of customization that would go into the weapon when so many different Nations use it. I'm sure there is more than what I listed. But, the list was starting to get huge. Upper Receiver G3 Upper Receiver (Stock) Rail AK4 Welded rail FAB Scope Mount AG-3F1 Claw Mount STANAG Claw Mount Low-Profile Mount Universal Mount Handguard G3 Hanguard (Stock) MC51 Short Handguard G3 Wooden Handguard G3 Large M-Lok G3 Medium M-Lok (This might actually be the small one. I will have to come back to this after sleep.) G3 Short M-Lok - Was having a hard time finding. But, I imagine it isn't massively different from the others. G3 Full rail Handguard AG-3F2 Tri-Rail Handguard MI-G3 Lightweight AS-G3 Tactical Tri-Rail G3 Spuhr MC51 SPUHR Short Handguard Stock G3 Buttstock (Stock) G3 Wooden Buttstock G3 Folding Stock G3 EBR-Adjustable Stock Collapsing Stock Extended Collapsing Stock Retracted AK4 SPUHR Stock MAGPUL PRS G3 Stock M4-G3 FAB Stock Pistol Grip G3 Grip (Stock) G3 Plastic Grip AK4 Grip PSG-1 Grip Magazine Funnel Overall it seems the developers have plenty they can work with and we could theoretically get different weapons in everything but name out of the G3. Such as the MC51 which is a UK Machine Carbine born from the G3, both the Norwegian AG-3F1 and AG-3F2 variants of the G3, the Swedish AK4, and naturally the PSG-1. Maybe even the Spanish CETME Rifle as well, though I will need to do deeper research on that when I'm not burning the late night oil. ---- And with all of that out of the way, we bring this post to an end. I hope everyone really likes the idea of seeing the G3 added to the game, even if maybe not exactly how I pitched it. Battle Rifles are (as I have stated before) rather tricky to make suggestion posts for. Many of them are not all that different from others aside from general looks, where they're from, and from time to time the customization options they have. I did make a mistake though the first time I suggested this weapon. I said that it should have a 3 round burst fire mode..this is technically incorrect as the G3 has no burst fire option. BUT! It's trigger mechanism does allow for that 4th fire mode to be added to the gun if someone wanted it, which was seen through the German () HK21 as an example. But, that is all enough for now, the hour is growing excessively late, and I have another post to make. Till the next weapon suggestion post~ Have a good one folks! PS: Will make any fixes/post corrections after I rest. I didn't know when I would lose my progress on this post, so I wanted to get it out A.S.A.P before it happened.
  8. I'm using the VEPR-18's in game stats for the effective ranges, caliber (sort of a given of course), and the BTK. The Devs could always change the RoF and other stats of the RPL-20 to upgrade/downgrade it where they need to. The 600 ROF I listed was due in part because 600 RPMs is the only number I saw listed for the RPL-20 (I may have missed something of course! :) )
  9. Hey Folks Time for a Machine Gun to get the spot light this time around and we make a return to Russian Weaponry for a new prototype LMG. I figured I suggested a prototype Assault Rifle in the form of the American () RM277, so why not a Russian prototype LMG in a caliber that we do not have a LMG in? It's almost as if I'm stretching the differences of weapons to find a justification for these weapon suggestion posts (which I kind of am. When variety is lacking/just isn't there on offer...it's just lacking/isn't there on offer...) But! All the same, today we will talk about the RPL-20! If you would like to read other suggestion posts I have made, click the link down below where I keep links to pretty much ALL of my suggestion posts I have made for WW3. Otherwise, lets get started on the RPL-20! ---- Dunabar's "Master Suggestion Post Archive" ---- Contents of this post Section 1 - The RPL-20 - Real life information behind the Weapon Section 2 - Strengths & Weaknesses of the RPL-20 - What the strengths & weaknesses of the Weapon should be. Section 3 - Customization Options - What customization options should be open to the Weapon. ---- Section 1 - The RPL-20 Country of Origin: Russia Manufacturer: Kalashnikov Concern Predecessor: None Weapon type: Light Machine Gun Weapon Caliber (Primary): 5.45x39mm Weapon Calibers (Alternatives): None Weight: 12 LB or 5.44 KG Capacity: 100 Operators: None - Prototype Weapon targeted at unofficially replacing the RPK-74(M) of Russia Web Sources Modern Firearms TFB Gun Wiki MilitaryLeak Wiki Video Sources Kalashnikov Group (Intro Video, not a informational one.) Kalashnikov Group (Little more Info than Demo) Lazarev Tactical (It's in Russian, so you will need to turn on the translation feature if you don't speak Russian - and pray it's not translated wrong...) Summary: The RPL-20 was created by Kalashnikov concerns as a means of providing the Russian Military, a belt-fed weapon that could fire the standard 5.45x39 Russian intermediate caliber round at a more practical rate of fire compared the RPK Weapons, and supplement (NOT REPLACE) current heavier PK Machine Guns used to provide suppressing fire. It was also designed to provide Russia a intermediate, light machine gun to rival the likes of the venerable, Belgian FN MInimi using an entirely different design rather than the ubiquitous Kalashnikov-pattern rifle formula. Outside of the intermediate caliber, the RPL-20 fires at a estimated 600 RPMs, weighs 11-12 pounds or 4.98 - 5.44 kilograms, and apparently has two different length quick-change barrels ranging from a confirmed short barrel to a unconfirmed, but most likely, medium length barrel. Overall there isn't too much the say about the RPL-20, Kalashnikov Concerns have not released all that much information behind the weapon, and suspect the weapon will stay in development for another 2-3 years. So, what would the strengths, weaknesses, and stats be of the RPL-20 if it was to be added to the game? ---- Section 2 - Strengths & Weaknesses of the RPL-20 In this section I'm going to cover what I think the Strengths of the RPL-20 should be, what Weaknesses it should have, and finally what I think it's basic stats should be upon entering the PTE servers for testing. In regards to the stats, I will be proposing them from a stock weapon perspective (IE: no attachments/modifications.) This is being done both to keep the post relatively on the small side & not give me a headache in the process of making it. Much like the RM277 post I did however, the RPL-20 is indeed a prototype weapon, and thus a lot of things could change between today & 2-3 years from now. So, I'm largely going to be winging it from here on out. RPL-20 Strengths Lightweight LMG - One of the major selling points of the RPL-20 is it's lightweight design, so the weapon should be on the lighter weight side of the LMG spectrum. 5.45x39mm Ammunition - The RPL-20 (currently) only fires the 5.45x39mm Ammunition and so far we do not have any LMGs in this caliber. Low Recoil - From the demonstration video provided by Kalashnikov Concerns, the RPL-20 seems to have very low recoil. (Benefit) Low Rate of Fire - By having a lower rate of fire, the RPL-20 would ideally be much easier to handle for players that are not very good at reeling in the higher RPM weapons. (Situational) Quick Change Barrels - If LMGs ever have to change barrels in WW3 after shooting a certain amount of ammunition, the RPL-20 would be one of those guns that needs it. But, it could be one the faster barrel changes as it doesn't seem to have a lot getting in the way of making that change. Now we move on to weaknesses to help balance out this LMG. RPL-20 Weaknesses (Drawback) Low Rate of Fire - By having a lower rate of fire, weapons that are more accurate, faster, and even possibly stronger will easily be able to outpace the RPL-20 Weaker than the average LMG - By shooting the smaller caliber of ammunition, the RPL-20 will of course naturally be a less powerful LMG in terms of damage per hit. Low long range Precision - While a Low Recoil and a Lower Rate of Fire can help improve a weapon's accuracy, there is a lot of different elements involved in making a weapon have great precision capability. So, the one area where I think the RPL-20 can be balanced out is in it's long range game where it should struggle through the sheer fact it's not a deliberate precision weapon like a PSR. That said though...with low recoil, low rate of fire, and good trigger discipline...A player may be able to overcome the lack of precision. Limited Barrel Lengths - The RPL-20 should be limited to only a Short Barrel & Medium Barrel with the Medium Barrel of course being the stock barrel. Fully Automatic only - Like most LMGs the RPL-20 has only one fire mode and that is fully automatic (And no "Safe" is not a fire mode option, that's a Anti-Darwin Award Feature.) Terrible Hip-Fire - It's a LMG...LMGs are not suppose to have good hip-fire. (Situational) Quick Change Barrels - If LMGs ever have to change barrels in WW3 after shooting a certain amount of ammunition, the RPL-20 is one of those guns that will need to change barrels at some point. With both Strengths & Weaknesses out of the way, I think the PTE stats for the RPL-20 should look something like this- RPL-20 basic PTE stats proposal RPL-20 Effective ranges: 0 - 105m (32 damage.) Damage decreases at 106m - 135m (29 damage) RPL-20 Weight: 14.8 RPL-20 Recoil: 0.42 RPL-20 Spread: 0.40 RPL-20 Reload time: 6.4 Seconds RPL-20 Rate of Fire: 600 RPL-20 Caliber: 5,45x39mm RPL-20 Muzzle Velocity: 880 m/s RPL-20 Bullets to Kill: HDPE: 4 / PTLN: 5 / Cer: 7 / STL: 8 ---- Section 3 - Customization Options This part will be pretty quick because I won't be covering stats, just what modifications & cosmetics the RPL-20 should have access to.. Modifications Primary Sights All Sights optional Secondary Sights All Secondary Sights optional Barrels Medium Barrel (Stock) Short Barrel Muzzles All Muzzles optional Side All Side Mounts optional Magazines 100 Round Soft Pouch Ammunition FMJ HP AP Cosmetics The RPL-20 is a new weapon still in development, so no aftermarket parts currently. That said of course as usual, if the Developers want to get creative, they're welcome to do so. Though I don't think being able to change the Pistol grip at the very least would be all that big of a deal, just saying. :) ---- And with all of that out of the way, we bring this post to an end. I hope everyone really likes the idea of seeing the RPL-20 added to the game, even if maybe not exactly how I pitched it. This was a bit of a easy/lazy pick since it was both new and we didn't have a 5.45x39mm firing LMG in the game. But, honestly, if it wasn't for someone posting a video in the WW3 Discord, I wouldn't have even known about this weapon. So, props to Ezraslac on Discord for posting the video that brought this to my attention. Anyways, I probably didn't do all that well in the "balance" department on this weapon suggestion post. Buuut...in my defense the Weapon is still in development (kind of the price to pay for suggesting prototype weapons) and I'm not actually in charge of making sure weapons are balanced to begin with. So, till the next suggestion post where I will either cover a Battle Rifle or Special weapon next (haven't made up my mind on it...) Have a good one folks!
  10. Hey Folks Took a little break from posting suggestion posts to take care of some important real life matters. But, we're back to Sniper Rifles today with the Hungarian big cat, the GM6 Lynx. A Bullpup, Anti-Material Rifle, that is arguably going to be a challenging AMR (Anti-Material Rifle) to balance because of it's real life characteristics to be translated over to a video game design - especially one where AMRs are looking to possibly be designed around the concept of exclusively only being able to ADS from the prone position. This post was a special request made by @tynblpb and I still have two other special requests posts to be made later. The only reason I haven't gotten to those yet is a combination of real life stuff in general getting in the way and because of something a little more special I want to do with both of them. So, for now, I'm going to honor one of the three special request posts and try to wrap up this round of "Weapons that can enhance WW3" to get started on my new suggestion posts series. If you would like to read other suggestion posts I have made, click the link down below where I keep links to pretty much ALL of my suggestion posts I have made for WW3. Otherwise, lets get started on the GM6 Lynx! ---- Dunabar's "Master Suggestion Post Archive" ---- Contents of this post Section 1 - The GM6 Lynx - Real life information behind the Weapon Section 2 - Strengths & Weaknesses of the GM6 Lynx - What the strengths & weaknesses of the Weapon should be. Section 3 - Customization Options - What customization options should be open to the Weapon. ---- Section 1 - The GM6 Lynx Country of Origin: Hungary Manufacturer: Sero Predecessor: None Weapon type: Semi-Automatic, Bullpup, Anti-Material Rifle. Weapon Caliber (Primary): .50 BMG Weapon Calibers (Alternatives): 12.7x108mm Weight: 23.14 LB or 10.49 KG (Empty) - 28.66 LB or 12.99 KG(Full) Capacity: 5 Operators: Hungary (Confirmed) - (Unconfirmed) Canada , India , Turkey , Mali , & Romania . Web Sources Sero-usa Modern Firearms TFB Gun Wiki Video Sources Tactical Imports (More of a Intro Video than a informational one.) (PS: Enjoyable sound at 0:59 - 1:00) Ballistic Magazine (Actual information) Milcomp Arm&Gun Summary: The Hungarian GM6 Lynx is the latest, maybe even the last, in the Gepárd Family of anti-materiel rifles. The design concept was to create a weapon that was lighter weight than most Rifles of it's class, a bullpup design for both easy storage & portability along with it's retractable barrel that can be redeployed with the push of a button, and have the ability for easy caliber changing with a few parts being swapped out. It's meant to help it's operator disable targets ranging from lightly armored Vehicles, armored troops, light shelters, small buildings, and even Helicopters at 600 to 800 meters. The weapon was also designed so the user would experience a lower degree of recoil, allowing for quicker follow up shots with less time needed to adjust for them. Ultimately the weapon is still a .50 caliber AMR, so recoil will still be noticed even if the design of the Lynx has decreased it with a combination of being a bullpup with a reciprocating barrel. Currently it is hard to say what the future of the GM6 Lynx is. The only major drawback of the weapon is a matter of accurate fire and maintaining that accurate fire down range which is a common occurrence with Semi-Automatic weapons. While it is possible for Semi-Automatic Rifles like these to be as accurate as any Bolt-Action rifle, it typically takes some internal work to keep them at a consistent accuracy. But, even with this drawback, the GM6 Lynx still stands as a very capable of weapon when placed in the right hands of someone who knows how to handle this big cat. So, what would the strengths, weaknesses, and stats be of the GM6 Lynx if it was to be added to the game? ---- Section 2 - Strengths & Weaknesses of the GM6 Lynx In this section I'm going to cover what I think the Strengths of the GM6 Lynx should be, what Weaknesses it should have, and finally what I think it's basic stats should be upon entering the PTE servers for testing. In regards to the stats, I will be proposing them from a stock weapon perspective (IE: no attachments/modifications.) This is being done both to keep the post relatively on the small side & not give me a headache in the process of making it. Before we get started though I want to make a special note regarding Anti-Material Rifles... Future Anti-Material Rifle changes - The only AMR (Anti-Material Rifle) WW3 has ever had was the TOR and it was disabled long ago to be re-balanced. The only info we have had was that the TOR and future AMRs could only be ADSed when laying in the prone position and that is rather old information that could have very well changed by now. So, we ultimately have no idea what the final version of AMRs will take and really I'm just winging it from here on out while using what is arguably outdated information. So, lets get started... GM6 Lynx Strengths Anti-Material Rifle - The GM6 Lynx is a purpose built AMR and thus should receive the benefits & drawbacks of being a AMR. However, one drawback as an AMR the GM6 Lynx should not have comes in the form of #2... ADS while Standing/Walking - While most AMRs are exceptionally hard to fire from a standing position, the GM6 Lynx seems to have an easier time being fired from the shoulder while standing. So, to mimic it's real life characteristics, the GM6 Lynx (if added to the game) should be one of - if not the only AMR, that can be used like any other PSR generally speaking. HOWEVER, this should come with some unique drawbacks that only the GM6 Lynx (or other AMRs that may get the same general treatment) experiences that others do not, which I will cover in the weaknesses section when we get there. Anti-Infantry - Because the GM6 Lynx is an AMR (which are capable of disabling light armored Vehicles), the GM6 Lynx should naturally be devastating against Infantry regardless of what body armor they have on. After all, the weapon fires a .50BMG.... Anti-Light Vehicle - Naturally because of the weapon being a Anti-Material Rifle, it should be able to deal higher than normal damage to light armored Vehicles like UGVs, the Heli Drone, and IFVs. Cover Buster - Once more playing onto the fact that the GM6 Lynx is a AMR and fires a .50BMG caliber round (or larger if they use the 12.7x108mm round instead), the weapon should be able to penetrate, if not outright destroy some of the cover that is in the game (Depending of course since there isn't Battlefield levels of destruction in WW3) that smaller calibers cannot penetrate/destroy. Example - If a LMG can steadily destroy a large slab of concrete and eventually be able to attack the player on the opposite side of it. The AMR should be able to easily penetrate said slab of concrete and either severely injure, if not outright kill the enemy player behind it. Low Vertical Recoil - The real life counterpart of the GM6 Lynx has very little in the way of vertical recoil even for being a AMR. Should there still be some? Of course! It isn't shooting 2mm rounds, it's firing .50BMG rounds of ammunition, so there is still going to be some vertical recoil. Should it be really noticeable though? No, not really. Follow up shots should not be a problem for this weapon. Now we move on to weaknesses to help balance out this Rifle and maybe make some People less "ZOMG OP!" with it. GM6 Lynx Weaknesses Heavy Sniper Rifle - A loaded GM6 Lynx weighs in at nearly 30 pounds, making it a rather heavy precision sniper rifle (which makes sense given the caliber of ammunition it's firing.) So, naturally the GM6 Lynx should also be a heavy PSR (Though maybe one of the lightest if not -THE- lightest of the AMRs...?) So of course the GM6 Lynx should be a weapon that cannot be used with heavy body armor and probably should only be used with certain lightweight pistols. Small Ammunition Pool - The GM6 Lynx should be limited to either 2-3 magazines with Special Ammunition taking up one whole Magazine. Which means GM6 Lynx users at (generally speaking) any time should have a total of 10-15 rounds of Ammunition to use at max. I know some may not like this, but keep in mind AMRs that do use Magazines typically have very large magazines compared to a standard Assault Rifle. Deployment/Redeployment Animation & Sound - Much like the RPG, GM6 Lynx should go through an animation when switching between the Lynx & Sidearm. This could also double as an excuse to have the GM6's "deployment sound" being heard by everyone close to the user. Meaning for the enemy team, they get an audio warning (when close enough to hear it of course) that someone is switching to or from the Lynx. (Unique) Higher than average sight sway across ALL SIGHTS when Standing & Crouching - Playing on the fact that the GM6 Lynx is a heavy weapon all things considered, this AMR should have higher than average sight sway across all possible sights. I know some People would not like this. But, playing a bit into realism again, the weapon weighs nearly 30 pounds. In WW3 there is sight sway for weapons that would (without question) weigh far less than the Lynx. So, in my personal opinion for both realism & balance, the GM6 Lynx should have noticeably more sight sway when the user is either Standing or Crouching. Poor long range accuracy - Compared to bolt action weapons currently in the game, the GM6 Lynx should have a harder time landing those really long range kills. The justification being that it's a semi-automatic (which are typically less accurate than Bolt-Actions right out of the box without work being done on them), the Lynx apparently already has a bit of a accuracy problem (not sure of the cause, it's just something I read which could be a lie also), it could also be given a slower muzzle velocity (more for balance reasons than realistic reasons.) Combine this with the higher than average sight sway and the GM6 Lynx will have a harder time at those longer ranges. Making it more ideal to play the Close - Medium range game with the weapon. (Unique) Slower ADS Speed - Playing once more on the Weapon's weight, the GM6 Lynx should have a slower ADS speed compared to other weapons of it's class (excluding other AMRs.) I know some People won't like this. But, it is mostly for balance reasons and really (once again) this weapon factually weighs in at nearly 30 pounds...this isn't something you just snap up and start quick scoping People. Hip-fire Accuracy of a AK -Suggestion made by @tynblpb With both Strengths & Weaknesses out of the way, I think the PTE stats for the GM6 Lynx should look something like this- GM6 Lynx basic PTE stats proposal GM6 Lynx Effective ranges: 110m (135 damage.) Damage decreases at 109m - 171m (100 damage.) Damage decreases at 172m+ (85 damage.) GM6 Lynx Weight: 28.66 GM6 Lynx Recoil: 2.5 GM6 Lynx Spread: 0.25 GM6 Lynx Reload time: 4,5 Seconds GM6 Lynx Rate of Fire: 125 GM6 Lynx Caliber: .50 BMG GM6 Lynx Muzzle Velocity: 400 m/s GM6 Lynx Bullets to Kill: HDPE: 1 / PTLN: 1 / Cer: 1 / STL: 1 ---- Section 3 - Customization Options This part will be pretty quick because I won't be covering stats, just what modifications & cosmetics the GM6 Lynx should have access to.. Modifications Primary Sights All Primary Sights optional Secondary Sights All Secondary Sights optional Barrels Standard PSR Barrel Muzzles All Muzzles optional Side All Side Mounts optional Magazines 5 Rounds Ammunition FMJ HP AP Cosmetics The GM6 Lynx is for the most part a pretty specialized weapon, so there really isn't any special customization out on the market that I have found. That said though, if the Developers want to get a bit creative, I certainly wouldn't mind. ---- And with all of that out of the way, we bring this post to an end. I hope everyone really likes the idea of seeing the GM6 Lynx added to the game, even if maybe not exactly how I pitched it. I know some People may not like this idea, some may even remember the days of the TOR when it was tearing People up. But, I honestly did try to find some ways to balance out the weapon as a one hit kill weapon at almost every range, An AMR that players could actually be mobile with instead of always being forced to be prone on the ground just to aim down sights. Because that whole "Prone only ADS" really doesn't fit the real life characteristics of the Lynx and while I know the Devs are not going for 1:1 accuracy with the game...I really don't like the idea of weapons acting exceptionally uncharacteristically, especially when it makes no logical sense. But, that is ultimately not for me to decided in the end. Till the next suggestion post however, where I will be covering a Machine Gun next... Have a good one folks! PS: I will do a typo/clean up fixes later. Burning the late night oils on this one...
  11. Hey Folks As I was working on my suggestion post for the Italian () Benelli M4, I stumbled across some older videos regarding the Paradigm SRP - Talon, and after watching them & thinking about some older suggestion posts I made. I figured I would take a chance at pitching a new Strike for WW3 before getting to the next gun suggestion post. While the name of this strike may leave a lot to be desired, the Developers can always make a new name for it if they wish to. I just called it R-O-S-W for the acronym, and overall make the Strike's origin seem flexible to the whole East vs. West concept of the game. Not really a super original idea. But, it's not something (generally speaking) we have in WW3. So...when life gives you lemons as they say... Quick story - long ago I came up with a new strike category concept simply called "Support Strikes" and originally the idea was to make a category of strikes that didn't have anything to do with attacking/killing enemy players. But, I think, if the ROSW was added to the game, putting it into a strike category called "Support Strikes" would fit very well even if the original concept was designed around the idea of largely non-lethal strikes. i say "largely" non-lethal as really scoring any kills with these types of strikes should either be pure accident or entirely just dumb levels of luck. Anyways, that is enough bla bla, lets get to it! If you would like to read other suggestion posts I have made, click the link down below where I keep links to pretty much ALL of my suggestion posts (including two old suggestion posts for Support Strikes!) I have made for WW3. Otherwise, lets get started on the ROSW! ---- Dunabar's "Master Suggestion Post Archive" ---- Contents of this post Section 1 - Basic ROSW concept - Basic Concept of the Strike. Section 2 - Strengths & Weaknesses of the ROSW - What the stats, strengths, & weaknesses of the Strike should be. Section 3 - Stats & Customization of the ROSW - What customization options should be open to the Strike. Section 4 - Countering the ROSW - What ways Players can counter the strike. ---- Section 1 - Basic ROSW concept I drew inspiration for the ROSW from the (Above) Paradigm SRP - Talon and from all the RCWSs currently in WW3. Video Sources regarding the Paradigm SRP - Talon Paradigm SRP (Not really a informative video, just a commercial demo sort of speak.) TFB TV Iraqveteran8888 FPSRussia Drivetanks.com (Not really a informative video, just to show that a M249 SAW can be used from the Talon) The strike concept of the ROSW (Remote Operated Sentry Weapon) is very simple; a defensive, stationary, remote operated turret that can turn 360 degrees, fire a variety of small arms ranging from a SMG to a .50 BMG Sniper Rifle, and can even be upgraded further with a Automated System that will engage hostiles at the most optimal, effective range for the weapon & caliber (Will go into greater detail further down the list in the Stats & Customization of the ROSW section regarding the Automated System.) The way a Player should call the ROSW in is very simple. First have them select any location on the map (excluding out of bounds & enemy deployment naturally) to deploy the ROSW, after that have the Helicopter Drone fly down to deliver the container housing the ROSW in it. While the Turret is inside of the container, the Turret is marked unclaimed, and anyone is able to pick it up. Once it is picked up however, the person who ultimately claimed the ROSW will then incur the following penalties while CARRYING the ROSW- They're incapable of using any of their Weapons, Gadgets, Grenades, Strikes, & Repair Tool. They suffer a movement speed reduction. I know some may not like these incurred penalties while they're carrying the ROSW. But, this is being done to discourage (not prevent) Players from running around the map with the ROSW like it's an offensive support weapon to just be dropped in place the moment they spot an enemy. When the Player can deploy the ROSW, they will need to find a suitable flat surface, and can use a translucent model of the ROSW to see exactly where they will be placing it the moment they go to deploy it. Once the ROSW is deployed on the ground, the player will no longer suffer the penalties that come with carrying the ROSW. Finally the ROSW should have 3 sub-systems. Optic - Damage the Optic enough, the Operator cannot see where they're shooting & the Automated System cannot engage targets. Turret - Damage the Turret enough, the ROSW cannot turn left or right. Turret Shield - Damage the Turret Shield enough, the Turret will no longer be protected from most small arms fire from the front. (Turret Shield sub-system is only active so long as the ROSW has been upgraded with a Turret Shield.) So, if the ROSW was added to the game, what would it's strengths & weaknesses be? ---- Section 2 - Strengths & Weaknesses of the ROSW In this section I will cover what I think the Strengths & Weaknesses of the ROSW should be. ROSW Strengths Defensive Support Weapon - Players on Defense or capturing points requiring an extra set of eyes & firepower, will be able to use the ROSW as a extra means of fulfilling their task in the moment. Automated Objective Defense - Should the person who called the ROSW onto the map feel like paying the extra amount of BP to field the ROSW with it's "Automated System" upgrade. They could use the ROSW as a means of protecting an Objective without being in the minimum 100 meter range to operate the weapon directly. Stays even in Death - Should the owner of the ROSW be killed, it should not cause the ROSW to automatically self-destruct if it's already been deployed. If the owner is killed while carrying the ROSW, that should cause the ROSW to be destroyed as well. Fire over Cover - Depending on the height of the cover of course, the ROSW should be tall enough to shoot over most objects it's placed behind. Reduced vertical & horizontal Recoil - Because the weapon would be fixed to the Turret, the reduced recoil of weapons should be noticeable. That said however, spread should still be a factor to consider during prolonged fire. Resistant to most small arms fire - The ROSW should be fairly resistant (NOT IMMUNE) to damage from most calibers smaller than 7.62x51 NATO. Anything from 7.62x51 NATO & above should still do full damage (maybe even 6.8x51.) Now for weaknesses to balance things out a bit. ROSW Weaknesses Limited Mobility - Outside of the owner of the ROSW picking the strike up and moving it. The only movement the Turret can do is a 360 degree turn and point the gun up & down at roughly 60 degree angles. Limited Connection Range - The Player should be required to be within at least 55 Meters to be able to use the remote operated function of the ROSW when they DO NOT have the Automated System upgrade. Limited Ammunition - The ROSW should have a limited amount of ammunition at it's disposal with the actual amount varying between the weapons mounted. Should the owner or team wish to resupply the ROSW, they will need an Ammo bag equipped/off cooldown which will be completely used up by resupplying the ROSW. Limited Anti-Vehicle usage - The ROSW should be incapable of being upgraded with any sort of Rocket Launchers, Grenade Launchers, and the likes that can seriously damage Vehicles. Limited Protection - The ROSW should have very little means of protection beyond taking out the enemy before the enemy takes out the ROSW. Electronic - The ROSW should appear in Thermal sights since it's reliant on electronics and of course powered by a battery. So, naturally the thing would generate warmth and the whole point of a Thermal Sight is to detect warm objects (typically Humans, Animals, Operating Vehicles, etc...) With the Strengths & Weaknesses out of the way. What sort of Stats & Customization should the ROSW have? ---- Section 3 - Stats & Customization of the ROSW In this section we will be covering the basic stats of the ROSW and what customization options I'd personally like to see it have. Now, admittedly right now, I'd like to see a little more complexity in it's customization options compared to other Strikes. The reason for this is because the ROSW, ideally in my head, should perform entirely depending on what sort of weapon it's equipped with. Want it to mainly secure a stairwell? Consider mounting a MCS, VEPR-12, SIG, SA80, or any sort of CQC minded weapon on it. Want it for long sight lines to act as a remote sniper station? Equip it with the G29, Tochnost, 417, or some other weapon good at reaching out to long distances. Naturally all of the weapon choices will have their benefits and drawbacks depending on the weapon that is selected. So a mounted Machine gun may have a higher magazine/total ammunition capacity than other weapons. But, have a slower turret Rotation speed, longer reload, and higher BP cost as a example. Base BP Cost: 450 - (Not including the base Weapon cost) Health: 500 Max Operational Range: 55 Meters Optics: 1x - 3x Sentry Sight BP cost: 0 Weapon Configuration: Battle Rifles Weapon Configuration BP cost: 200 Stock Weapon: SCAR-H Muzzle: SCAR-H Muzzle Brake Barrel: SCAR-H Medium Barrel Magazine Capacity: 20 Rounds Fire modes: Semi-Automatic & Fully Automatic Spread: 0.2 Rate of fire: 525 RPMs Reload time: 7 Seconds Total Ammunition Capacity: 40 Rotation Speed: 7 Elevation Adjustment Speed: 7 Elevation Adjustment: 60 Degrees Now for actual customization options that should be allowed with the ROSW. Optics 1x - 3x Sentry Sight BP cost: 0 4x - 6x Sentry Sight BP cost: 50 7x - 9x Sentry Sight BP cost: 100 10x - 12x Sentry Sight BP cost: 300 Weapon Configuration Submachine Guns BP cost: 0 All SMGs optional All SMG Muzzles optional depending on the SMG All SMG Barrel lengths optional depending on the SMG All SMG Magazine Capacity optional depending on the SMG Weapon Weight influences Elevation & Rotation Speed Shotguns BP cost: 50 All Shotguns optional All Shotgun Muzzles optional depending on the Shotgun All Shotgun Barrel lengths optional depending on the Shotgun All Shotgun Magazine Capacity optional depending on the Shotgun Weapon Weight influences Elevation & Rotation Speed Assault Rifles BP cost: 100 All Assault Rifles optional All Assault Rifle Muzzles optional depending on the Assault Rifle All Assault Rifle Barrel lengths optional depending on the Assault Rifle All Assault Rifle Magazine Capacity optional depending on the Assault Rifle Weapon Weight influences Elevation & Rotation Speed Battle Rifles BP cost: 200 All Battle Rifles optional All Battle Rifle Muzzles optional depending on the Battle Rifle All Battle Rifle Barrel lengths optional depending on the Battle Rifle All Battle Rifle Magazine Capacity optional depending on the Battle Rifle Weapon Weight influences Elevation & Rotation Speed Machine Guns BP cost: 350 All Machine Guns optional All Machine Gun Muzzles optional depending on the Machine Gun All Machine Gun Barrel lengths optional depending on the Machine Gun All Machine Gun Magazine Capacity optional depending on the Machine Gun Weapon Weight influences Elevation & Rotation Speed Precision Sniper Rifles BP cost: 600 All Sniper Rifles optional All Sniper Rifle Muzzles optional depending on the Sniper Rifle All Sniper Rifle Barrel lengths optional depending on the Sniper Rifle All Sniper Rifle Magazine Capacity optional depending on the Sniper Rifle Weapon Weight influences Elevation & Rotation Speed Turret Shield - A heavy steel Turret Shield that protects the front of the ROSW & Turret from standard & hollow point types of ammunition. (IE: FMJ & Hollow Points no longer do damage to the front of the ROSW & Turret sub-system. Optics, Flanks, & Rear of the ROSW & Turret sub-system are still exposed to FMJ & HP ammunition) BP cost: 200 Rotation Speed: -2 Elevation Adjustment Speed: -2 Elevation Adjustment: -10 Degrees Automated System - Installs a Automated System that allows the ROSW to operate on it's own when the owner is not using it. With the Automated System, the ROSW will not attempt to engage targets outside of it's weapon's most optimal, effective range, and will only engage targets in areas with the highest chance to hit. (IE: If the Weapon's most optimal effective range is 0 - 20 meters. It will not automatically engage targets at 21 meters and above. It will also only go for body shots on Infantry, not head or limb shots) BP cost: 600 Automated Operational Range: Unlimited Operational Range: 55 Meters Doesn't Attempt to engage any IFVs, AFVs, or MBTs. Will attempt to destroy any Quads, Buggies, & Drones so long as they're within the required perimeters to be engaged. Reloads Automatically only when both the Magazine & Chamber are empty Strike Icon flashes with a X over the portrait when it's out of Ammunition Engagement Time Engagement Timers should vary between- Sentry Sight Weapon Type Weapon Caliber Weapon Weight Chance of missing Should vary between- Sentry Sight Weapon Weapon Type Caliber Distance between Target vs. ROSW I think that covers everything, though I wouldn't be shocked if I forgot to include something (kind of the price to pay with these longer posts & burning the late night oil.) But, with all of that out of the way, it's time to begin wrapping this post up with ways to hard/soft counter the ROSW. ---- Section 4 - Countering the ROSW So, what ways can the ROSW be countered by enemy players? Well, a lot of different ways actually. Unless you're bull rushing a ROSW, there are more than a handful of ways to come out on top against it. Hell, some of them don't even require the Player to put themselves at risk of dying to it at all. So, here are some ways the ROSW can be countered. UAV Jammer Strikes - It's remote operated turret that requires the usage of signals. Of course the Jammer Strikes would be a problem for the ROSW. Artillery, Bombing Runs, & Airstrikes - It's remote operated turret that is stationary pretty much 24/7/365... IFVs, AFVs, & MBTs - At worse the ROSW can blind them, at best it picks up a kill on an extremely damaged IFV/AFV...and even that requires the ROSW to first have at least have a high caliber weapon equipped...and require the player to directly operate the ROSW. Quadrocopter & Suicide Drones - Stay out of it's attack line of sights and you're easily able to destroy it. UGVs & Helicopter Drone - Stay out of it's attack line of sights and you're easily able to destroy it unless you're using the 7.62 MG...at that point it might take more than a couple brief seconds. Explosives (Grenades, C4, Explosive Drones, RPGs, and etc...) - Stationary, largely unarmored turret...would you really be all that surprised if any of these destroyed it? Another ROSW - Fight fire with fire sometimes. Breaking Line of Sight / getting into cover - Pretty self explained, but a lot of variables to consider also for scenarios. Smoke Cover - At worse, the Player manages to kill someone blind firing into the smoke. At best the Player is just wasting ammo shooting at nothing or the automated system simply cannot see a target and thus won't shoot/attempt to engage targets in that direction for the time being. Ultimately it's a weak (health/armor wise), stationary target that cannot move around without the assistance of the player that claimed it. At that point, you're getting a 2 kills in 1 deal with the Player picking the ROSW up. So if anything I either proposed a very well balanced strike or a very weak strike (which works given that nobody can claim it's overpowered and that means improvements can be made gradually over time.) It can't move on it's own...it's literally just going to sit there unless the player attempts to move it, and even then the Player is going to incur the penalties to move it. If you cannot counter the ROSW when it's deployed or when it's being moved, the problem isn't the strike....(unless it's bugged/glitched of course! But, that is a whole other matter.) ---- With all of that out the way, we can now truly bring this post to an end. I hope everyone likes the idea of the ROSW (Remote Operated Sentry Weapon), even if maybe not exactly how I proposed it. The Developers could make this an even less complex strike than what I suggested. But, when I saw the Paradigm SRP - Talon, I saw a lot of different potential uses with it. Ultimately a lot of the uses I had in mind I actually cut out to keep the Strike from being overpowered...I may have even made it underwhelming ultimately. But, that is why I'm posting this on a forum, so I can make changes where I need to. I actually thought about allowing the ROSW to use Special Weapons and some of the RCWS turrets as well, which the Developers could do if they want to add this into the game. Hell, they could go even more simplistic and just make it a simple Stationary RCWS if they would like to have such a defensive, remote operated turret. Like any suggestion post I make though; I merely make the suggestion posts, the Developers can choose to do with them whatever they desire. For now though, the hour grows late, I need to get some sleep, and later today I will get back to working on "Weapons that can enhance WW3." Till the next suggestion post however... Have a good one folks!
  12. Hey Folks Time for another Shotgun to get the "Weapons that could enhance WW3" spotlight and today I thought I would visit one of the more iconic shotguns in the World. Very few video games DON'T have this weapon in them and I would go as far as to say that not having it in a game with guns is almost heretical...But, that might be going a little far. I was going to cover another Shotgun instead of this one. But, I'm going to keep my old choice in reserve for something special to come down the road a little later. If you would like to read other suggestion posts I have made, click the link down below where I keep links to pretty much ALL of my suggestion posts I have made for WW3. Otherwise, lets get started on the Benelli M4! ---- Dunabar's "Master Suggestion Post Archive" ---- Contents of this post Section 1 - The Benelli M4 - Real life information behind the Weapon Section 2 - Strengths & Weaknesses of the Benelli M4 - What the strengths & weaknesses of the Weapon should be. Section 3 - Customization Options - What customization options should be open to the Weapon. ---- Section 1 - The Benelli M4 Country of Origin: Italy Manufacturer: Benelli Predecessor: None Weapon type: Semi-Automatic Shotgun Weapon Caliber (Primary): 12-Gauge Weapon Calibers (Alternatives): None Weight: 8 LB or 3.62 KG Capacity: 6+1 with 3 inch shells or 7+1 with 2.75 inch shells Operators: Albania , Andorra , Australia , Belarus , Brazil , Croatia , France , Georgia , Greece , Indonesia , Iraq , Ireland , Israel , Italy , Libya , Lithuania , Malaysia , Malta , Moldova , Philippines , Portugal , Serbia , Slovakia , Slovenia , South Korea , United Kingdom , and United States . Web Sources Benelli USA Military-Today Modern Firearms Guns Fandom Wikipedia Video Sources Benelli Firearms Video Task & Purpose Video Hickok45 Video Summary: The Benelli M4 or M1014, is one of the most iconic Shotguns of the Modern Age and sees wide spread usage across multiple Nations. Some Nations permit large parts of their armed forces to use the weapon, while others restrict it to only their Special Forces groups, or even in some case - Law Enforcement. The most notable aspect of the Benelli M4 is the ARGO system or auto-regulating gas-operated which allows the Shotgun to fire a variety of ammunition without needing to adjust gas system, excluding of course for non-lethal ammunition which are very common to hinder semi-automatic shotguns as they do not produce enough force to cycle the weapon's action. The Benelli M4 also has very few moving parts which reduces vibration and the need for regular maintenance. Most Pump-Action Shotguns will require regular cleaning after various degrees of usage, but the M1014 can go roughly 25,000 rounds of ammunition without cleaning. Less need for maintenance, means more time doing what it was designed to do - clear buildings of any hostiles, and repeat. It's little wonder that the weapon sees such wide spread usage across the world. So, what would the strengths, weaknesses, and stats be of the Benelli M4 if it was to be added to the game? ---- Section 2 - Strengths & Weaknesses of the Benelli M4 In this section I'm going to cover what I think the Strengths of the Benelli M4 should be, what Weaknesses it should have, and finally what I think it's basic stats should be upon entering the PTE servers for testing. In regards to the stats, I will be proposing them from a stock weapon perspective (IE: no attachments/modifications.) This is being done both to keep the post relatively on the small side & not give me a headache in the process of making it. So, lets get started. Benelli M4 Strengths 12 Pellets per shot - Fairly self explained; the Benelli M4 should fire 12 Pellets per shell it fires. However, this should be balanced with each Pellet being weaker compared to those of the MCS & VEPR-12. Fairly High Rate of Fire - The Benelli M4 should have a faster Rate of Fire compared to the MCS. But, be slower than the VEPR-12. Modest Low Recoil - The Benelli M4 should have less recoil than the MCS, but more than that of the VEPR-12 Middle ground Spread - The Benelli M4's should sit in between the MCS & VEPR-12 Modestly Fast Reload - The Benelli M4's should be one of the faster (not fastest) tube fed Shotguns to reload. Now we move on to weaknesses to help balance out the gun a bit more. Benelli M4 Weaknesses Weaker Pellets - As stated above; this should be to balance out the fact that the Benelli M4 would ideally be firing 12 Pellets per shot. Tube fed Shotgun - Much like the MCS, the Benelli M4's shells are housed inside of a tube rather than a magazine like the VEPR-12. Because of this, the length of the barrel should in turn determine the amount of ammunition the Benelli M4 can hold. Considerable Hip Fire Spread - The Benelli M4 should have a higher than average spread when firing from the hip, mainly to discourage players from running around corners spraying wildly. Heavier Shotgun - The Benelli M4 should be one of the heavier shotguns on offer. Not the heaviest later on, but higher in the weight category than others when more Shotguns are added. Limited Magazine Options - The Benelli M4 doesn't seem to have a very wide range of extended or modified magazine tubes. It seems like 6, 7, & 8 shell tubes are all there is on offer. So whatever barrel length the user picks should not do a massive amount to improve their shell capacity for the weapon. With both Strengths & Weaknesses out of the way, I think the PTE stats for the Benelli M4 should look something like this- Special Note: Muzzle Velocity & Bullets to Kill are not listed in game for Shotguns currently, thus I will not try to balance around these stats. However, I will not fully remove them from this post in the event that something changes. Benelli M4 basic PTE stats proposal Benelli M4 Effective ranges: 15m (13-11 damage.) Damage decreases at 16m - 30m (11 damage.) Damage decreases at 31m - 45m (4 damage.) Damage decreases at 46m - 75m (0 damage.) Benelli M4 Weight: 13.21 Benelli M4 Recoil: 2.4 Benelli M4 Spread: 0.6 Benelli M4 Reload time: 2.7 Seconds Benelli M4 Rate of Fire: 375 Benelli M4 Caliber: 12 Gauge Benelli M4 Muzzle Velocity: Benelli M4 Bullets to Kill: ---- Section 3 - Customization Options This part will be pretty quick because I won't be covering stats, just what modifications & cosmetics the Benelli M4 should have access to.. Modifications Primary Sights All Primary Sightss optional Secondary Sights All Secondary Sights optional Barrels Long Medium (Stock) Short Muzzles None Side All Side Mounts optional Magazines 8 Round Magazine Tube (Long Barrel) 7 Round Magazine Tube (Medium Barrel) (Stock) 6 Round Magazine Tube (Short Barrel) Ammunition None - Till some alternatives are offered. Cosmetics The Benelli M4 has a pretty decent bit of customization options for the developers to work with. Maybe even more than just these that I found burning the late night oil. Upper Receiver None Rail Mesa 6-Round Shell Holder Black Aces Quad Rail Handguard BM-4 Handguard V1 BM-4 Handguard V2 B&T Quad Rail Agency Arms M-Lok Handguard Rail Surefire M80 Handguard HAYL Rail M-Lok Stock Fixed Pistol Grip & Stock - Can be the Default Grip/Stock Collapsible Stock Retracted - Simple retracted variant Collapsible Stock Extended - Simple extended variant Fixed Pistol Grip & Stock with side saddle BM-4T Stock Raven Stock Pistol Grip Fixed Pistol Grip & Stock - Can be the Default Grip/Stock Raven Pistol Grip Magazine Funnel None ---- And with all of that out of the way, we bring this post to an end. I hope everyone really likes the idea of seeing the Benelli M4 added to the game, even if maybe not exactly how I pitched it. I know it's a very iconic Shotgun and one I wouldn't doubt will make an appearance at some point in WW3. As I said up above; I was going to cover a different shotgun. But, I figured I would save it for something special I plan to do. I won't go into a lot of details right now, just know it will be very thematic in nature. For now the hour grows really late and I must sleep ( I will fix any typos/derps/whatever after I get rest.) Till the next suggestion post where I will be covering a Sniper Rifle next.... Have a good one folks!
  13. Hey Folks Time to give a Submachine Gun some spot light this time around for "Weapons that could enhance WW3" and today we get to explore another South American SMG in the form of the SAF. Not going to lie, this spicy chili pepper has hit so many of my check boxes when it comes to looking for weapons to suggest for the game. It may not be super top of the line modernized. But, I still think it's cool, it checks those boxes I seek, and overall I'd consider this a great potential gun for the game...Like all guns I suggest...Never mind, lets get into the SAF! If you would like to read other suggestion posts I have made, click the link down below where I keep links to pretty much ALL of my suggestion posts I have made for WW3. Otherwise, lets get started on the SAF! ---- Dunabar's "Master Suggestion Post Archive" ---- Contents of this post Section 1 - The SAF - Real life information behind the Weapon Section 2 - Strengths & Weaknesses of the SAF - What the strengths & weaknesses of the Weapon should be. Section 3 - Customization Options - What customization options should be open to the Weapon. ---- Section 1 - The SAF Country of Origin: Chile Manufacturer: FAMAE Predecessor: None Weapon type: Gas operated Blowback SMG Weapon Caliber (Primary): 9x19mm Parabellum Weapon Calibers (Alternatives): .40 S&W Weight: 6.54 lb or 2.97 kg Capacity: 30 Operators: Argentina , Brazil , Chile , Dominican Republic , El Salvador , Namibia , Nicaragua , Panama , & Portugal . Web Sources Military-Today Modern Firearms TFB Gun Wiki Wikipedia Video Sources Gunscom (A very light Demo of the 9mm SAF's high Rate of Fire along with some info) Arm&Gun (Civilian SAF-200) Arm&Gun (Mainly a Civilian Mini version) Summary: The SAF (S.A.F) is a Chilean Submachine Gun created by Fabricas y Maestranzas del Ejercito (FAMAE), a state-owned firearms manufacturer. Entered service with the Chilean army back in 1993 and draws inspiration for it's design from both the Swiss SIG 540 Assault Rifle & German MP5 Submachine Gun. This gas operated blowback SMG is capable of firing both 9x19mm Parabellum & .40 S&W caliber rounds of ammunition, at a blistering 1,280 rounds per minute. The weapon also features a 4 point fire selector which allows for the usual Safe, Semi, & Full Auto fire modes. But, also allows for 3-Round Burst which isn't nearly as common with Submachine Guns. One of the major drawbacks to the weapon was limited customization options for mounting different Optics, Grips, Lasers, and the likes. But, FAMAE has been gradually working to modernize the SAF with the most recent efforts being the SAF-200 Modernization effort which has far more customization options than the older generation of SAF SMGs. While it is uncertain what the future has in store for the SAF. It is safe to say that it's looking like a bright future ahead as the weapon has found it's way into Civilian hands, Law Enforcement, and in active service in other armed services outside of Chile. Through increased feedback & demand, the SAF may become a South American icon of the Submachine Gun World. So, what would the strengths, weaknesses, and stats be of the SAF if it was to be added to the game? ---- Section 2 - Strengths & Weaknesses of the SAF In this section I'm going to cover what I think the Strengths of the SAF should be, what Weaknesses it should have, and finally what I think it's basic stats should be upon entering the PTE servers for testing. In regards to the stats, I will be proposing them from a stock weapon perspective (IE: no attachments/modifications.) This is being done both to keep the post relatively on the small side & not give me a headache in the process of making it. But, lets get started. SAF Strengths .40 S&W Caliber - Finding SMGs that fire more calibers of ammunition beyond just the common 9mm is pretty tough and to have more variety in the SMG department will obviously require some non-9mm based weapons. Since 9mm & .40 S&W are not massively that different, I would suggest making the .40 S&W a little bit stronger, faster moving, and have a slightly more effective range over the 9x19mm Parabellum. But, I will ultimately leave that testing to the Developers to make the final call on. 3-Round Burst Fire Mode - Pretty straight forward; the real life SAF has 3-round burst fire, so I think the WW3 version (if added) should have it also. High Rate of Fire - With the real life SAF having a blistering 1.2k RPMs, translating that over to the game might be very rough in the balance department. But, I don't really know when too much is truly too much and when a need to scale back on the RPMs is needed. So, I'm not going to suggest a 1:1 representation of the SAFs real life RPMs and instead I'm going to suggest a very high 955 RPMs instead as I think that might be easier to manage. Ultimately it's up to the developers anyways, I'm just making the suggestion post. Integral Suppressor - There is an integral suppressed variant of the SAF simply called the SAF SD and it would be really cool to be able to make that version of the weapon in game. Of course what can make it different against the other suppressors? Well, one idea is to give it the best acoustic dispersion possible at the cost of being the heaviest suppressor for balancing reasons. There could be more possible benefits & drawbacks than that. But, I'm keeping it simple for the sake of the post. Of course I also wouldn't limit Integral Suppressors exclusively to the SAF as there are plenty of other weapons that have Integral Suppressors as well. The MP5SD, AS Val, VSS Vintorez to name a few for example sake. Special Note: If WW3 ever allows players to add or remove suppressors during a match (IE: When spawned in, not on a customization menu.) A notable benefit could be to give it greater reduced vertical recoil of say...0.6 - 0.8. The justification being that there is just a little extra added weight to the front, thus muzzle climb isn't as high because of it. Is it totally realistic? Probably not. But, neither is WW3 after all. Now we move on to weaknesses to help balance out the gun a bit more. SAF Weaknesses High Vertical Recoil - One of the main drawbacks of the .40 S&W caliber ammunition is that it causes more muzzle rise after shooting compared to 9mm. So, a good starting point of weakening the SAF can be to give it some hefty vertical recoil compared to other SMGs. Limited Magazine Options - The SAF should only have access to 20 & 30 round magazines. However, there are Steel Magazines & Polymer Magazines, so maybe some variety can be achieved there, and thus not a total drawback. Heavy for a SMG - The SAF isn't massively all that much more heavy compared to other SMGs. But, for balance reasons, I would make this thing on the heavier side to balance out the increased damage compared to other SMGs. Integral Suppressor - Pretty much like I stated above; the Integral Suppressor should add the most weight on the gun than any other Suppressor. But, at the benefit of having the best acoustic dispersion. Special Note: If WW3 ever allows players to add or remove suppressors during a match (IE: When spawned in, not on a customization menu.) A notable drawback to the Integral Suppressor can be that it's impossible to remove as the suppressor is built into the weapon itself. (Developer Discretion) Tricky Customization - One the major drawbacks of the SAF was limited customization options, it was actually only in recent years through the SAF-200 modernization (and other earlier efforts) that the SAF seems to have been able to use things like Laser Lights, Flashlights, foregrips, and stuff. So, in total truth, the SAF should ideally be a bit of a pain to customize with all the neat things we like to put on our weapons. But, while the masochist in me wouldn't be troubled by this. The game isn't being designed exclusively for me obviously. So, if the Developers would like to add the SAF to the game and maintain WW3's level of customization efforts. They will need to take some creative freedoms with some of the Bodyparts of the SAF and create some custom variants of the SAF's stock & aftermarket parts. With both Strengths & Weaknesses out of the way, I think the PTE stats for the SAF-200 should look something like this- SAF basic PTE stats proposal SAF Effective ranges: 0 - 70m (30 damage.) Damage decreases at 71m - 135m (22 damage) SAF Weight: 6.5 SAF Recoil: 0.86 SAF Spread: 0.45 SAF Reload time: 4.2 Seconds SAF Rate of Fire: 955 RPMs SAF Caliber: .40 S&W SAF Muzzle Velocity: 430 m/s SAF Bullets to Kill: HDPE: 6 / PTLN: 7 / Cer: 11 / STL: 15 ---- Section 3 - Customization Options This part will be pretty quick because I won't be covering stats, just what modifications & cosmetics the SAF should have access to.. Modifications Primary Sights All Primary Sights optional Secondary Sights All Secondary Sights optional Barrels Long Barrel Medium Barrel (Stock) Short Barrel Muzzles All Muzzles optional Integral Suppressor Lowers All Grips & Bipods optional Side All Side Mounts optional Magazines 20 Rounds (Steel Magazine) 20 Rounds (Polymer Magazine) 30 Rounds (Steel Magazine) (Stock) 30 Rounds (Polymer Magazine) Ammunition FMJ HP AP Cosmetics The SAF has a pretty decent bit of customization options, so this is going to be a pretty decent list for the most part. Upper Receiver None Rail SAF Rail - Default Rail Removed Rail - For those that want to run Basic Iron Sights (yes that means Primary & Secondary Sights cannot be equipped with this.) SAF-200 Rail Handguard SAF Handguard Could have a custom variant also called the SAF-C Handguard which is largely the same Handguard except it has the custom options for Grips, Sides, and etc. SAF Mini-Handguard - Should come with a built in grip that is roughly like the lighter weight grips currently in game. Could have a custom variant also called the SAF-Mini C Handguard which is largely the same Handguard except it has the custom options for Grips, Sides, and etc. SAF-200 Handguard - Default Handguard. Special note: By equipping this particular handguard, it should remove the option to equip different Lower Grips, this is because the SAF-200 Handguard is a Lower Grip in of itself. So, it should have it's own benefits/drawbacks like any other Grip. Could have a custom variant also called the SAF-C-200 Handguard which is largely the same Handguard except it has the custom options for Grips, Sides, and etc. Stock SAF Folding Stock - Default Stock SAF Adjustable Stock CAR-15 Stock Receiver Cover (IE: Stockless) SAF-ACR Stock (Collapsed) SAF-ACR Stock (Extended) Pistol Grip SAF Pistol grip 1 - Default Pistol Grip SAF Pistol grip 2 Magazine Funnel None ---- And with all of that out of the way, we bring this post to an end. I hope everyone likes the idea of seeing SAF added to the game, even if maybe not exactly how I proposed it. Not a lot to really say about this weapon, in the private market it's actually very rare, and overall I think it's a pretty aesthetically pleasing SMG. Plus the SAF is not limited to 9mm ammunition and the SMGs do need as much variety as they can get that isn't another spin of 9mm SMG. Besides, would be nice to see some South American weapons as well and if WW3 is...Well, indeed a World War, then it would be nice to see something/somewhere in South America make an appearance in game at some point. But, that is enough for now, the hour grows late, and I have a Shotgun to cover in the next suggestion post. Till that post comes around though... Have a good one folks!
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